[.86 suggestion] Make 'heal one wound' an option on level up

Just a thought, but if I had the option to remove one injury on level up, I might take it.  This would feel like a way to improve my champions that was also an interesting choice for the player.  My thought is that it would be just one of the level up options, taken instead of a new trait, and it would heal one random injury. For me, one of the things that I would like is some way to remove these injuries, and this seems like this way to do that that, like I said, increases the interesting choices for the player.

6,997 views 22 replies
Reply #1 Top

Given how scarce level-ups can be after a while I'd rather see a spell that does it.  Interesting idea though!

Reply #2 Top

I have had the same idea although I would rather you choose which injury to remove. Then players could get rid of the really bad ones that hurt their champions specialty but would leave the rest.

Reply #3 Top

I like the idea of random, cause it means that you can't just target the bad ones.  If you can target the bad ones, it just eventually leaves everyone with just a scratch.  JK.  I think the random makes it more interesting.

Reply #4 Top

Not enough leveling for this to be real helpful.  Rarely get past 10th level now, earlier builds got into the mid 30s. Especially since that first champion I gain usually ends with a ton of these as I don't have the patience to no autobattle most fights.

Reply #5 Top

This kind of function is better suited to a citylevelup building at level 5. I have the apothecary set up to sell the injury healing potion. A great little reward for larger cities.

Reply #6 Top


How about a hospital building that helps with physical wounds on champions and heals armies quicker / a psychiatrist building (or advanced hospital) to help with champion brain problems / and the option to have old champions who are too damaged to be of use anymore join the city to give it bonuses to warrior training (because of his combat exp) or some other job in a leadership role as he is old and wise? (Run on sentence I know)

Reply #7 Top

Quoting seanw3, reply 5
This kind of function is better suited to a citylevelup building at level 5. I have the apothecary set up to sell the injury healing potion. A great little reward for larger cities.
End of seanw3's quote

 

This is a good solution.

 

Reply #8 Top

I did something similar, in the Reliquary mod there is a Grail that sometimes allows you to heal specific war injuries on level-up.

like so http://dl.dropbox.com/u/32649007/FallenEnchantress_1331491453.jpg

I like the idea of having a building for champions that have a chance to heal some wounds when in a city.

Reply #9 Top

I would also enjoy several questing options:

fetching skath fins and troll skins to a certain mystic witch to make a healing broth etc.

Doing a multi-level dungeon and meeting Draffut and his healing pool of liquid...

And a building would be great too for late game when you have other things to do.

Reply #10 Top


It can't be too easy, otherwise injuries lose their meaning, but there needs to be some way.

Reply #11 Top

I'm probably in the minority, but I find champions to be pretty week overall, and these wounds just make weak units weaker.  They have a hard time surviving battles to get levels ups, and are pretty weak until you find powerful magic weapons and are able to buy them champions gear.  They pretty much just sit back and debufff with magic, or do nothing at all.  I really wish Kael would have went in a different direction with how champions, armies, and monster combat numbers work.  Most champions start with around 7 str, and with some luck and leveling, you might get to 15.  With a pretty good weapon and some gear you might get a 30 attack score.  Pretty much crap still.  Now, you might get lucky and get a Titan's Maul, or something similar, but how many of these are we going to find for 6 champions?  Well, maybe they can use attack spells?  Pretty good against groups of enemies if you have fireball, but against  monsters, its fairly useless.  Even at the start of the game, there will be champions to hire, but they are often weak even to the lowest monsters.  

Reply #12 Top

Yeah, considering that groups multiply attack (even if they *do* reduce with damage done to them) it's hard to level up a champion when fighting armies or monsters, although a Sovereign like Procipinee with a few free buffs and Shadow Wargs can be quite strong.

Reply #13 Top

Quoting Lord, reply 11
I'm probably in the minority, but I find champions to be pretty week overall, and these wounds just make weak units weaker.  They have a hard time surviving battles to get levels ups, and are pretty weak until you find powerful magic weapons and are able to buy them champions gear.  They pretty much just sit back and debufff with magic, or do nothing at all.  I really wish Kael would have went in a different direction with how champions, armies, and monster combat numbers work.  Most champions start with around 7 str, and with some luck and leveling, you might get to 15.  With a pretty good weapon and some gear you might get a 30 attack score.  Pretty much crap still.  Now, you might get lucky and get a Titan's Maul, or something similar, but how many of these are we going to find for 6 champions?  Well, maybe they can use attack spells?  Pretty good against groups of enemies if you have fireball, but against  monsters, its fairly useless.  Even at the start of the game, there will be champions to hire, but they are often weak even to the lowest monsters.  
End of Lord's quote

 

I've played a lot this week-end and I don't think an over power champion would be any better. Having a champion that can kill everything in it's path would be pretty boring.

I do agree with you that they need some tweeking but I would prefer they do not become over powered.

Reply #14 Top

Quoting seanw3, reply 5
This kind of function is better suited to a citylevelup building at level 5. I have the apothecary set up to sell the injury healing potion. A great little reward for larger cities.
End of seanw3's quote

Must steal this idea.

Reply #15 Top

Absolutely.  This is a great idea!

Reply #16 Top

Definitely some good ideas here for how to do it, I'm a big fan of either having it be a high level spell or a building that could do it on chance every turn.  Maybe make the chance go down every time it happens for the same hero, so getting rid of one or two wouldn't take 50 turns, but having a hero that has lost a dozen fights get back to full strength could take many, many turns.  Or maybe a potion that could be bought for a reasonable cost from a high level building...  Yes I know I'm recapping others ideas.  The only idea I think might be hard to do well is a quest sort of thing, it's so hard to know what is out in the world to use as ingredients.  Though thematically I like it, it just sounds hard to implement.

Reply #17 Top


I got a red potion that healed 100 health and I think fixed all these permanent damage from a quest.  I never used it though... I will try it and let you know.  You should be able to buy these if they do do this from someone somewhere at some point.  Maybe the neautral settlements?

Reply #18 Top

Quoting seanw3, reply 5
This kind of function is better suited to a citylevelup building at level 5. I have the apothecary set up to sell the injury healing potion. A great little reward for larger cities.
End of seanw3's quote

+1

Really like that idea.

Reply #19 Top

Quoting Lord, reply 11
I'm probably in the minority, but I find champions to be pretty week overall, and these wounds just make weak units weaker.  They have a hard time surviving battles to get levels ups, and are pretty weak until you find powerful magic weapons and are able to buy them champions gear.  They pretty much just sit back and debufff with magic, or do nothing at all.  I really wish Kael would have went in a different direction with how champions, armies, and monster combat numbers work.  Most champions start with around 7 str, and with some luck and leveling, you might get to 15.  With a pretty good weapon and some gear you might get a 30 attack score.  Pretty much crap still.  Now, you might get lucky and get a Titan's Maul, or something similar, but how many of these are we going to find for 6 champions?  Well, maybe they can use attack spells?  Pretty good against groups of enemies if you have fireball, but against  monsters, its fairly useless.  Even at the start of the game, there will be champions to hire, but they are often weak even to the lowest monsters.  
End of Lord's quote

 

I have to agree. I would like these wounds to be healed either with potion, spell, Building improvement like a hospital (heal over time depending on serveraty of wound.)  I would also like Champions to be able to be killed. Of coarse if this happens then there should be higher level spells such as resurrection or raise dead that could bring them back. Resurrection could bring them back at full heath and perfactly heathy. This of coarse would be a higher level healing spell.  Raise Dead could be a low level spell that brings the Champion back but they have wounds and are not brought back to full health.

You could also have spells/abilities/Magic item abilities that can resurrect or raise dead on champ after battle automatically.

Reply #20 Top

Quoting Lord, reply 11
I'm probably in the minority, but I find champions to be pretty week overall, and these wounds just make weak units weaker.  They have a hard time surviving battles to get levels ups, and are pretty weak until you find powerful magic weapons and are able to buy them champions gear.  They pretty much just sit back and debufff with magic, or do nothing at all.  I really wish Kael would have went in a different direction with how champions, armies, and monster combat numbers work.  Most champions start with around 7 str, and with some luck and leveling, you might get to 15.  With a pretty good weapon and some gear you might get a 30 attack score.  Pretty much crap still.  Now, you might get lucky and get a Titan's Maul, or something similar, but how many of these are we going to find for 6 champions?  Well, maybe they can use attack spells?  Pretty good against groups of enemies if you have fireball, but against  monsters, its fairly useless.  Even at the start of the game, there will be champions to hire, but they are often weak even to the lowest monsters.
End of Lord's quote

Agree with most of this.  I think they over-nerfed them in .86, what with experience slowdown when stacking champs and the limit of 4 magic items.   (Paragon spell is of course the exception, once you have the ability to cast it a LOT of times).

I'm not much of a modder, but does anybody know an *easy* way to increase the magic-item limit to something more than 4 ??    I have it on good authority that 8, for example, is a bigger number than 4   :)

Reply #21 Top

ElementalDefs.xml determines the limit for items. I prefer 6 items, but to each their own.

Reply #22 Top

Quoting seanw3, reply 5
This kind of function is better suited to a citylevelup building at level 5. I have the apothecary set up to sell the injury healing potion. A great little reward for larger cities.
End of seanw3's quote

I agree a high-level city improvement would be better.  Maybe it could be differentiated somewhat; a level 2 city could build a "CareNow"-esque improvement that could take care of minor wounds (scratches, broken nose, etc), while a high level apothecary could treat typhoid and other nasties.

Or how about a building available to players w/ life mana that can nix wounds?

Good topic.